/* Convert depth to Mist factor */
uniform vec3 mistSettings;

#define mistStart         mistSettings.x
#define mistInvDistance   mistSettings.y
#define mistFalloff       mistSettings.z

out vec4 fragColor;

void main()
{
	vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
	vec2 uvs = gl_FragCoord.xy * texel_size;

	float depth = textureLod(depthBuffer, uvs, 0.0).r;
	vec3 co = get_view_space_from_depth(uvs, depth);

	float zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co.z;

	/* bring depth into 0..1 range */
	float mist = saturate((zcor - mistStart) * mistInvDistance);

	/* falloff */
	mist = pow(mist, mistFalloff);

	fragColor = vec4(mist);

	// if (mist > 0.999) fragColor = vec4(1.0);
	// else if (mist > 0.0001) fragColor = vec4(0.5);
	// else fragColor = vec4(0.0);
}
